Task QR Code Based Game System

ABSTRACT

A game system comprises of game pieces with 2D Barcodes, Skill Management Module, Server Devices, and Client Device is revealed. A player scans the 2D Barcodes, receives automatically graded tasks or manually graded tasks. Then upload task completion results and receive reward points, reward badges or reward pictures. The first player or the first team of players who earned the pre-required points, or badges, or pictures wins the game.

FIELD OF INVENTION

This invention relates to parenting, gaming, electronic locks, 2Dimensional QR Codes, E-learning, toys, gift boxes, vending machines,jewelry boxes, safe boxes, game stations, amusement parks andadvertisements.

BACKGROUND OF THE INVENTION

We have lots of different boxes for different purposes, such as giftboxes, jewelry boxes, safe boxes etc. some of the boxes have eitherelectronic or mechanic locks. Some locks are to be opened with physicalkeys, other locks are to be opened by selecting or entering the correctcode for the lock. On the other hand, people, especially kids, getrewarded for doing something good. It would be desirable if the user canbe authorized to open a reward box or a gift box after he/she did someassigned tasks correctly. The tasks can be finishing a computer game, ordoing a quiz, reading a book, or doing a chore, or some other physicaltasks. That is, once a user finished the tasks, the box will be openedautomatically, or the user will be given a code to open the box.

Furthermore, a user (such as a child) can receive reward points fortasks done or for good behavior, once the reward points reached a presetlevel, the user can redeem the points by getting access to open the boxwith real rewards inside.

Furthermore, the tasks to open the box can be downloaded from thebackend Data server, or simply from other forms of electronic ornon-electronic instructions given by a human person, such as parent or ateacher. E.g. The parent can just verbally ask the child to do a task,or ask the child to follow a good behavior. Once the parent found outthat the task is done, or the child displayed a good behavior, she cangive the child certain reward points.

The required points, or badges, or pictures needed to get access to openthe switch can be set by the Data Server, or by a human judge (theparent, or the owner, or the operator of the switch).

Also, the tasks to open the box can come from Instant Messaging.Basically, there can be an Instant Messaging Module in the Data Server,the user who wants to open the box can do a conversation with a judge(or the owner of the box) through the Instant Messaging. If the judge ishappy with the user's messaging response, the judge can grant the userthe permission to open the box.

On the other hand, there are lots of vending machines, a user can insertcoins or paper money or tokens, or swipe credit cards to get access to avending machine. He/she can then punch the digit pads to select an item(across rows and columns). It would be desirable for the productpromotions or advertisements to offer user incentives to do a quiz orgame, or other tasks on their mobile devices. After the task is done, anitem in the vending machine will be opened automatically. Or a pass codewill be given to the user through his mobile device. The user can thenenter the pass code on the vending machine, and select an item to open.Or, the pass code may only apply to one designated item, and only thatdesignated item will be opened after entering the pass code.

Furthermore, there are lots of coin operated devices such asmini-carousel, or game stations, it would also be desirable to have thealternative task enabled switch feature. That is, a user can downloadthe designated tasks using a mobile device and open the devices afterthe tasks are completed.

Finally, the user can use the said Task Enabled Switch to control thelighting, motion, voice, temperature, smell, size or other functions ofthe connected devices.

The essence of this invention is a Task Enabled Switch, which allows theswitch on a Switch Device (such as a box, a lock, a vending machine, atoy etc) to be controlled by a server device or a mobile device after auser successfully finished the designated task or accumulated enoughreward points, reward badges or reward pictures. Once the task iscompleted or reward points redeemed, the server device or the mobiledevice can turn on the switch automatically; or the user will be given atemporary pass code, the user can then enter the pass code on acomputer, or on the mobile device or on the Switch Device to open theswitch.

The methods to determine whether a task is done can be automatic, suchas a computer learning game; or manually by a human judge, such as aparent or a teacher; or by scanning a particular QR code, a particularimage, a particular optical or Radio Frequency Tag.

There can be two kinds of pass codes for the Switch Device: one kind isthe Owner Code for the owner, the other kind is Temporary User Codes forgeneral users. The Temporary User Codes are temporary, and will bein-validated once the code is being used to open the switch. And newTemporary User Codes will be generated to replace the used codes, sothat the user need to do some new tasks if he/she wants to open theSwitch Device again.

Finally, a game system is revealed that consists of a set of gamepieces, each game piece has a dynamic QR code, or other optical or RadioFrequency tag. Each player can pick any game piece or game pieces, andscan the QR code or the Optical or RF tag, or simply take a picture ofthe game piece, the player will receive one or more tasks according tohis/her current skill levels. Once the player finishes the tasks, hewill receive reward points, reward badges or reward pictures for thesetasks. The first player or a team of players who earned the pre-setreward points or the required set of reward badges or reward pictureswill be the winner. Of course, a reward box with the Task Enabled Switchcan be incorporated in the game system, so that the winner can getpermission to open the box after wining and retrieve the real reward.

It should be pointed out that the proposed game pieces can be as smallas ordinary chess pieces to be played at home, or as large as the rollercoasters in an amusement park, or the exhibits in a zoo. And there canbe some variations in the actual implementations. In the settings of anamusement park, we can set each roller coaster ride as a task. In thiscase, the user can skip the step of scanning a QR code to retrievetasks. Rather, he can just pick a roller-coaster and take the ride.After the user finishes riding that rollercoaster, he can scan a QR codeat the exit, which will automatically notify the Data Server that theuser finished riding that rollercoaster. In the setting of a Zoo, eachexhibit can have a poster with a QR code, when a user scans the QR code,it can either notify the Data Server that the user visited that exhibit,or it can retrieve some electronic learning games or quizzes related tothe exhibit for the user to answer. The winning criteria can be set tobe either the number of exhibits visited during a certain time period,or the number of quizzes completed during a certain time period.

The said invention can be combined with other board games or playingcards. After a player scans a 2D barcode, answers one or more quizzes,or finishes one or more tasks, the Data Server will assign instructionson what the player should do or should move next on the board game orwith the playing cards.

SUMMARY OF THE INVENTION

In accordance with one aspect of the invention, a Task Enabled SwitchSystem consists of: a Data Server that manages the tasks linked with aSwitch Device; a Client Device that can download the tasks, play thetasks and control the Switch Device; a Switch Device that contains aTask Enabled Switch. The user can open the Switch Device after finishingthe tasks using the Client Device.

In accordance with another aspect of the invention, there are skilllibraries in the Data Server, each skill has different levels, and eachlevel has different tasks.

In accordance with another aspect of the invention, there is a UserSkill Management module in the Data Server that keeps track of all theskills & tasks done by a user, and decides the current skill levels ofthe user, and automatically assigns the tasks to open the box accordingto the user's current skill levels.

In accordance with another aspect of the invention, the Task EnabledSwitch has Temporary User Codes that are in-validated after being used.

In accordance with another aspect of the invention, the Switch Devicemay have a 2 Dimensional QR code, a user can scan the QR code anddownload the designated tasks.

In accordance with another aspect of the invention, the Switch Devicehas a Radio Frequency tag (RF tag), a user can scan the RF tag anddownload the designated tasks.

In accordance with another aspect of the invention, the user can justscan the switch device, or any optical or RF tags on the switchingdevice, then download the designated task.

In accordance with another aspect of the invention, the Tasks linkedwith the Switch Device can be computer games, quizzes, readings, orhouse chores, sports, singing, acting, performance, or other physicaltasks.

In accordance with another aspect of the invention, the judgement ofwhether the user passed the task can be automatic or manual. If it'sautomatic, then the tasks are graded automatically by the Client Deviceor the Data Server right after they are completed. If it's manual, thena physical judge or a teacher needed to review the task and upload thegrades.

In accordance with another aspect of the invention, a special QR code,or special optical tag or RF tag, or simply a special picture can beused so that when the judge or the user use the Client Device to scanthe special QR code, or the special optical tag or RF tag, or thespecial picture, it will automatically notify the server that the userhas completed and passed the task.

In accordance with another aspect of the invention, a user can receivereward points for tasks done or for good behavior. Once they accumulatedenough reward points, they can redeem the points to get access to openthe box with the real rewards inside.

In accordance with another aspect of the invention, the tasks assignedcan be downloaded from the Data Server, or from other forms ofelectronic or non-electronic instructions given by a human person.

In accordance with another aspect of the invention, there is a User IDRecognition Module in the Client Device, the Task Manager in the DataServer can assign different tasks to different users even when all theusers are trying to open the same Switch Device at the same time.

In accordance with another aspect of the invention, the completionhistory and results of each task are uploaded to the Skill ManagementModule, which is used to determine the skill levels of each user.

In accordance with another aspect of the invention, the Switch Devicecan have multiple chambers or selections. The pass code given to theuser after completing the tasks can be a Long Code which can only openthe designated selection, or a Short Code which the user can chooseselections after entering the Short Code.

In accordance with another aspect of the invention, a stand alone padlock can contain a Task Enabled Switch, a metal shackle with a dent, anda metal bar that can be pushed in or out of the dent by electromagneticmeans.

In accordance with another aspect of the invention, a standalone padlock can contain a Task Enabled Switch, a metal shackle with one or moredents, a rotating piece with one or more dents, wherein the rotatingpiece can push a small ball in or out of the dent of the shackle byelectromagnetic means.

In accordance with another aspect of the invention, a briefcase lock cancontain a Task Enabled Switch, a frame with a hole, a bolt with a wedgeshaped tip that can be pushed in or out of the hole in the frame.

In accordance with another aspect of the invention, a briefcase lock cancontain a Task Enabled Switch, a frame with a hole, a bolt with a wedgeshaped tip that can be pushed in or out of the hole in the frame, and aspring that can automatically push the frame up when lock is opened.

In accordance with another aspect of the invention, a briefcase lock cancontain a Task Enabled Switch, a frame with a hole, a bolt with a wedgeshaped tip that can be pushed in or out of the hole in the frame, and apiece that can be pushed up automatically when the lock is opened toblock the lock bolt from being pushed back into the frame hole, and thepiece can be manually pushed down below the metal bolt before lockingthe lock.

In accordance with another aspect of the invention, a latch used in aSwitch Box contains a Task Enabled Switch.

In accordance with another aspect of the invention, the Task EnabledSwitch can be used to control the lighting, sound, temperature, smell,size, movement or other functions of the Switch Device.

In accordance with another aspect of the invention, a computerimplemented game system comprising: Game pieces with 2D Barcodes, oroptical tags, or RF tags; One or more server devices; where in theplayers join the game, select skill levels, and select one or more gamepieces, and scan the 2D Barcodes using one or more client devices; Theplayer then receive one or more tasks from the one or more serverdevices; wherein after the player completed the task, he or she willreceive reward points, or reward badges, or reward pictures; and thefirst player or the first team of players who earned the pre-requiredpoints, badges, or pictures win the game;

-   -   In accordance with another aspect of the invention, the said        invention can be combined with other board games or playing        cards.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic representation of the Task Enabled Switch System.It consists of: a Data Server that manages the tasks linked with aSwitch Device; a Client Device that can download the tasks, play thetasks and control the Switch Device; a Switch Device that contains aTask Enabled Switch. The user can open the Switch Device after finishingthe tasks using the Client Device.

FIG. 2 is another schematic representation of the Task Enabled SwitchSystem. It has 2D QR code Management Module in the Data server; 2D QRcode Scanner in the Client Device, and a 2D QR code on the SwitchDevice.

FIG. 3 is a schematic representation of the Task Enabled Switch System,in which the Switch Device has multiple chambers or selections, such asa vending machine.

FIG. 4 shows that the Temporary User Codes for the Vending machine canbe a Long Code which can only open the designated selection, or a ShortCode which the user can choose selections after entering the Short Code.

FIG. 5. shows that there can be a User ID recognition Module in theClient Device. The Task Manager in the Data Server can assign differenttasks to different users even when all the users are trying to open thesame Switch Device at the same time.

FIG. 6. Shows a pad lock designed with the said Task Enabled Switch anda keypad to enter the pass codes.

FIG. 7 shows one design of a pad lock with the said Task Enabled Switch.

FIG. 8 shows one design of a lock with the said Task Enabled Switch.

FIG. 9 shows one design of a latch with the said Task Enabled Switch.

FIG. 10. is the flow chart for the Task Enabled Switch.

FIG. 11. is the flow chart for multiple users trying to open the sameSwitch Device at the same time.

FIG. 12. shows that the Task Enabled Switch can be used to control thelighting, sound, movement or other functions of the Switch Device.

FIG. 13 shows an example of a skill in the skill management module thathas several skill levels and several tasks for each level.

FIG. 14 shows another example of a pad lock design.

FIG. 15 shows an example of a briefcase lock design.

FIG. 16 shows another example of a briefcase lock design,

FIG. 17 shows the Skill Management Module and Instant Messaging Modulein the Data Server.

FIG. 18 shows another design of a pad lock.

FIG. 19 shows one implementation of using Instant Messaging.

FIG. 20 shows the game system with QR code game pieces.

FIG. 21 shows the master and slave set up of several locked devices.

DETAILED DESCRIPTION OF THE INVENTION

The present invention relates to a Task Enabled Switch System. Thefollowing description is presented to enable one of ordinary skill inthe art to make and use the invention as provided in the context of aparticular application and its requirements. Various modifications tothe preferred embodiment will be apparent to those with skill in the artand the general principles defined herein may be applied to otherembodiments. Therefore, the present invention is not intended to belimited to the particular embodiments shown and described, but is to beaccorded the widest scope consistent with the principles and novelfeatures herein disclosed.

As shown in FIG. 1, the said Task Enabled Switch System consists of aData Server 101, a Client Device 104 and a Switch Device 107. There is aTask Manager 102 and Switch Device Management Module 103 in the DataServer 101. The Task Manager 102 manages all the tasks. The tasks can becomputer games, quizzes, readings, or house chores, sports, or otherphysical tasks. The judgement of whether the user passed the task can beautomatic or manual. If it's automatic, such as a computer game, thenthe tasks are graded automatically by the Client Device or the DataServer right after they are completed. If it's manual, like a chore orsports activity, then a physical judge or teacher need to review thetask and upload the grades.

To make it easier to notify the server 101 that a manual task is done,we can make a special QR code, or special optical tag or RF tag, orsimply a special picture so that when the judge or the user use theClient Device 104 to scan the special QR code, or the special opticaltag or RF tag, or the special picture, it will automatically notify theserver 101 that the user has completed and passed the task.

The Switch Device Management Module 103 manages the tasks for eachSwitch Device. It also manages the Owner Codes and Temporary User Codesfor each Switch Device.

The Task Manager 102 and the Switch Device Management Module 103 canassign different tasks to different users, so that when multiple userstry to open the same Client Device at the same time, each user canreceive different personalized tasks.

The Client Device 104 can be a PC, a mobile Smart Phone, a Tablet PCetc, it has a Task Player 105 to play the downloaded tasks. It also hasa Pass Code Module 106. The Client Device 104 communicates with theSwitch Device 107 through Blue Tooth, Wifi, USB or other communicationprotocols 115.

The Switch Device 107 has a Task Enabled Switch 116, the Task EnabledSwitch contains:

-   -   1. Device serial number, Owner Code 108, Temporary User Codes        109, Device ID, and Device Name.    -   2. Communication Module 110 to communicate with the Client        Device 104.    -   3. Module 111 to verify the input Owner Code, Temporary User        Codes, and turn on/off the switch or lock/unlock the physical        lock.    -   4. Module 112 to de-activate or in-validate the used Temporary        User Codes, and sync the Owner Code 108, Temporary User Codes        109 with the Client Device 104.    -   5. it may also contain a Key Pad for user to enter the Owner        Code 108 or the Temporary User Codes 109.    -   6. It may also contain modules 114 to control the lighting,        movement, sound or other functions of the Switch Device 107.

As shown in FIG. 2. There can be a 2D QR code 203 on the Switch Device107. The 2D QR code can be both static or dynamic. A static 2D QR codepoints to a fixed destination web address, while a dynamic 2D QR codecan point to a different web address from time to time. A user can scanthe 2D QR code 203 using the 2D QR code Scanner 202 to download thetasks. Also there is a 2D QR code management Module 201 in the DataServer 101 to manage all the 2D QR codes 203 and their destination webaddresses.

It should be pointed out that we can use not only 2D QR codes 203 on theSwitching Device 107, but also any machine readable optical or RadioFrequency tags, or just take a picture of the Switching Device 107 usingthe client device 104 should be fine. So long as the Data Server 101 hasthe program to identify the optical or Radio Frequency tags or images,and direct the request from the client device 104 to the destination webaddresses.

As shown in FIG. 10, the Task Enabled Switch System operates as follows:Step 1001: Download current tasks linked to the Switch Device 107 usingone of the followings:

1. Use the Client Device 104 to scan the 2D Qrcode 203 on Switch Device;2. Directly download the tasks using the weblink for the content;3. Download the tasks according to the Switch Device ID or Switch DeviceName.Step 1002: The user do the tasks.Step 1003: If the tasks are completed and passed. The user can open theSwitch Device 107 in one of the following ways:

1. If Client Device 104 is connected with the Switch Device 107, abutton will appear on the Client Device 104, the user press the button,the Switch Device 107 will be opened.

2. The user will be given a Temporary User Code 109 for the SwitchDevice 107, through the Client Device 104, or through E-mail, or othermeans.

3. The user can enter the Temporary User Code 109 using the Key Pad onthe Switch Device 107 if the Switch Device 107 is equipped with akeypad.

4. The user can enter the Temporary User Code 109 on the Client Device104 once the Client Device 104 is connected to the Switch Device 107.

Step 1004: Once the Switch Device 107 is opened using a Temporary UserCode 109, the

Temporary User Code 109 Will be De-Activated

As Shown in FIG. 3. The Switch Device 107 can have multiple chambers orselections, such as a vending machine 301. The Temporary User Codes 109for Switch Devices with multiple chambers or selections can have twotypes:

-   -   1. Short Code 401, which give the user access to the Switch        Device, but does not limit which chamber or selection he should        pick. The user can select any chamber or selection after        entering the Short Code 401.    -   2. Long Code 402, which opens only the chamber or selection        designated by the Long Code 402. The user cannot select any        other chamber or selection.

As shown in FIG. 5. there is a User ID Recognition Module 501 in theClient Device 104. It is used to identify the user and upload the infoto the Data Server 101. The User ID Recognition Module 501 can identifythe user by password, by facial or thumb image recognitions, or other IDrecognition methods.

As shown in FIG. 11. If there are multiple users trying to open the sameSwitch Device at the same time. The User ID Recognition Module 501 inthe Client Device 104 can identify the user ID and send it to the DataServer 101 (step 1101). The Task Manager 102 and the Switch DeviceManagement Module 103 can assign different tasks to different usersaccording to some specific criteria such as the user's skill level etc(step 1102). After the users finished their tasks, each user may get adifferent Temporary User Code if they passed their tasks (step 1103).

FIG. 6 shows a pad lock 601 that contains the said Task Enabled Switch116. It also has a key pad 602, which is optional.

FIG. 7 shows the diagram of one design of the pad lock 601. It consistsof a dented metal bar 701, a metal bolt 702, two spring coils 703 and704. a solenoid electric magnet 705, the Task Enabled Switch 116 andBattery 707. During the lock state, the bolt 702 locked the metal bar701. To open the lock, the Task Enabled Switch 116 is turn on by theClient Device 104, which will activate the solenoid magnet 705. Thesolenoid magnet 705 will pull out the metal bolt 702. the metal bar 701will then be ejected out by the spring coil 703. To lock the lock again,turn off the Task Enabled Switch, and push down the metal bar 701, themetal bolt 702 will again lock the metal bar 701 by the spring coil 704.

FIG. 8 shows the diagram of lock used in a box with the said TaskEnabled Switch. It is similar to the pad lock design of FIG. 7, exceptthat the dented metal bar 803 is attached to the Top part of the box,and the rest of the lock is attached to the Bottom part of the box 801.

FIG. 9 shows the diagram of one design of a latch with the said TaskEnabled Switch. It may be used to lock a box. It consists of a Top part901 and a Bottom part 908. The top part consists of a curved metal bar902 which can rotate around one end; a spring coil 903 to pull the metalbar 902 into lock position; a Stop 909 to stop the metal bar 902 fromswinging past lock position; The Task Enabled Switch 116; A solenoidelectric magnet 906; and Battery 904.

On the bottom part 908, there is a pole 907 used to lock the latch. TheSide Cross Section of the Bottom Part is also shown in 910.

To Lock the latch, turn off the solenoid magnet, the metal bar 902 willbe pulled to the lock position. Then push the pole 907 past the lockposition of metal bar 902, the pole 907 will be locked inside the metalbar 902.

To open the latch, the Client Device 104 will turn on the Task EnabledSwitch 116, which will turn on the solenoid magnet 906, will then pullaway the metal bar 902. The pole 907 can then be pulled out of the lockposition.

It should be noted that the metal bar 902 can be pull open either by thesolenoid magnet of 906, or by a small motor controlled by the TaskEnabled Switch 116. the small motor can rotate the metal bar 902 to openor close the latch.

FIG. 12 shows that the said Task Enabled Switch 116 can be used tocontrol the lighting, sound, movement, temperature, smell, size or otherfunctions of the Switch Device.

In the Data Server 101, there is a Skill Management Module 1701 thatcontains a library of many different skills, each skill has differentlevels 1301, and each level has different tasks 1302. The levels 1301can also be divided according to age, sex or other criteria. Each taskalso contains the reward points or electronic reward badges orelectronic reward pictures once the task is completed.

The Skill Management Module 1701 also record the completion history andresult for each task done by a user, so that the Skill Management Module1701 can decide the current skill levels for a user, and it mayautomatically assign tasks according to a user's current skill levelswhen the user tries to open the lock.

The Skill Management Module 1701 also records the reward points, rewardbadges or reward pictures earned by each user after finishing a task.

To open the lock, the user can either finish one or more assigned tasks,or he/she can open the lock using his/her reward points, or the badgeshe/she earned. The Switch Device Management Module 103 in the DataServer 101 may preset the points needed or badges needed to open thelock when the user upload his/her request to open the lock.

Furthermore, a user (such as a child) can receive reward points for goodbehavior, as well as tasks done. Once the reward points reached a presetlevel, the user can redeem the points to open the box with real rewardsinside.

Furthermore, the tasks to open the lock can be downloaded from thebackend Data server 101 as described previously, or they can be fromother forms of electronic or non-electronic instructions given by ahuman person, such as parent or a teacher. E.g. The parent can justverbally ask the child to do a task, or ask the child to follow a goodbehavior. Once the parent found out that the task is done, or the childdisplayed a good behavior, she can give the child certain reward points.

The required points, or badges, or pictures needed to get access to openthe switch device 107 can be set by the Data Server 101, or by a humanjudge such as a parent, or the owner, or the operator of the switchdevice 107.

Also, the tasks to open the switch device 107 can include InstantMessaging. Basically, there can be an Instant Messaging Module 1702 inthe Data Server 101. The user who wants to open the switch device 107can do a conversation with a judge (such as the owner or the operator ofthe Switch Device 107) through the Instant Messaging. If the judge ishappy with the user's messaging response, the judge can grant the userthe permission to open the box.

FIG. 19 shows one example of using a 2D QR code 1901, or other opticalor RF tag to set up Instant Messenger. Once the judge or the Owner 1902scan the 2D Barcode 1901, The 2D barcode 1901 will be automaticallylinked to the Owner 1902's Instant Messenger Account. Once a user 1904scans the 2D Barcode 1903, he or she will be directed to an InstantMessenger page with the owner 1902.

FIG. 14 is another example of a pad lock design. Besides the TaskEnabled Switch 116, it has a circular dent 1402 in its shackle 1401, asmall ball 1403 that fits the dent 1402. There is a rotating piece 1405which also has dents that can fit the small ball 1403. When the rotatingpiece 1405 rotates to the lock position 1407, it pushes the small ball1403 into the dent 1402, which will lock the lock; When the rotatingpiece 1405 rotates to the open position 1408, the small ball 1403 willmove out of the dent 1402, and the spring 1404 will push the shackle1401 out. The motor 1406 is controlled by the Task Enabled Switch 116.

To prevent the shackle 1401 from being totally pushed out of the lockwhen unlocking the lock, a stop 1409 is attached to the shackle 1401.

Another method to prevent the shackle from being totally pushed out ofthe lock when unlocking the lock is shown in FIG. 18, where in theshackle 1801 has two dents: a top deep dent 1402, and a lower shallowdent 1802. During unlocking, the shackle 1801 is pushed up, so the ball1403 rolls from the deep dent 1402 into the shallow dent 1802. Theshallow dent 1802 will stop the shackle 1801 from being totally pushedout.

FIG. 15 is an example of a briefcase lock powered by the said TaskEnabled Switch. It has a Top Portion 1503 and a Bottom portion 1504, aframe 1501 with a hole 1502. If the Task Enabled Switch 116 is off, thenthe spring 704 will push the metal bolt 1505 into the hole 1502, thusthe lock is locked. If the Task Enabled Switch 116 is on, then themagnet 705 will pull the metal bolt 1505 out of the hole 1502, thus thelock is opened.

To save the battery power, the Task Enabled Switch 116 will only be onfor a very short time, thus a spring 1506 is placed beneath the framehole 1502. The spring 1506 will push the frame 1501 up when the bolt1505 is pulled out of the hole 1502. Thus after the short on time isover, the bolt 1505 won't be pushed back into the hole 1502 toautomatically lock the lock again.

To lock the lock, we can also turn on the Task Enabled Switch 116 topull the bolt 1505 out of the hole 1502, then press down the frame 1501.Then power off the Task Enabled Switch 116 so that the bolt 1505 will bepushed into the hole 1502 to lock the lock. We can detect the positionof the frame 1501 to automatically turn on the Switch 116 for a shortperiod of time when the frame 1501 is lowered below some position. Oncethe frame 1501 is fully lowered, the switch 116 will be off, so the Bolt1505 will be inserted into the hole 1502 to lock the lock.

Another way to lock the lock is to make the tip of the bolt 1505 a wedgeshape just as shown in FIG. 15. In this way, we do not need to turn onthe switch 116 when locking the lock. All we need to do is to press downthe frame 1501, the edge of the hole 1502 will be sliding on the wedgetip of the bolt 1505 until the bolt 1505 slides into the hole 1502 tolock the lock.

FIG. 16 is another example of a briefcase lock using the said TaskEnabled Switch 116. What's different from FIG. 15 is the design on howto prevent the bolt 1505 from locking the lock again once the shortturn-on time of switch 116 is ended. In the FIG. 16 design, when thelock is opened and the bolt 1505 is pulled out of the hole 1502, a plate1601 will be pushed up automatically by a spring 1606 to block the bolt1505 from entering the hole 1502. FIG. 16 shows two sample designs forthe plate 1601. In the first design, side plates 1602 can be used topush down the plate. In the second design, there is a hole 1604 that canlet bolt 1505 pass through. To lock the lock again, the user needs topress down the plate 1601 so that the edge 1603 or the bottom of thehole 1604 is below the bolt 1505 so that the bolt 1505 is no longerblocked from entering the hole 1502 to lock the lock.

FIG. 20 shows a game system that consists of a set of game pieces 2007,each game piece 2007 has a dynamic QR code, or other optical or RadioFrequency tag 2008. Each player can pick any game piece 2007, and scanthe QR code or the Optical or RF tag 2008, or simply take a picture ofthe game piece 2007, the player will receive one or more tasks accordingto his/her current skill levels. Once the player finishes the tasks, hewill receive reward points, reward badges or reward pictures for thesetasks. The first player or a team of players who earned the pre-setreward points or the required set of reward badges or reward pictureswill be the winner. Of course, a reward box with the Task Enabled Switch116 can be incorporated in the system, so that the winner can open thebox after winning and retrieve the real reward.

It should be pointed out that the proposed game pieces 2007 can be assmall as ordinary chess pieces to be played at home (we can make thegame pieces in any forms and shapes), or as large as the roller coastersin an amusement park, or the exhibits in a zoo. And there can be somevariations in the actual implementations. In the settings of anamusement park, we can set each roller coaster ride as a task. In thiscase, the user can skip the step of scanning a QR code 2008 to retrievetasks. Rather, he can just pick a roller-coaster and take the ride.After the user finishes riding that rollercoaster, he can scan a QR codeat the exit, which will automatically notify the Data Server 101 thatthe user finished riding that rollercoaster. In the setting of a Zoo,each exhibit can have a poster with a QR code, when a user scans the QRcode, it can either notify the Data Server 101 that the user visitedthat exhibit, or it can retrieve some electronic learning games orquizzes related to the exhibit for the user to answer. The winningcriteria can be set to be either the number of exhibits visited during acertain time period, or the number of quizzes completed during a certaintime period, or the reward points received by visiting the exhibits andcompletion of the quizzes.

The game system based on the said invention comprises the followingsteps:

-   -   2001. A user joins the game system;    -   2002. The Skill Management Module 1701 assigns the skills and        skill level for each player;    -   2003. Each player scans the 2D barcode on selected game pieces        using the Client Device 104, the Client Device 104 uploads the        user identifiers and the 2D barcode identifier to the Data        Server 101;    -   2004. The Client Device 104 receives one or more tasks from the        Skill Management Module 1701, the one or more tasks are based on        the user identifier, 2D barcode identifier, and the skill level.    -   2005. Once a player finishes the one or more tasks, the Client        Device 104 will upload the results to the one or more Data        Server devices 101, and the Data Server 101 will decide how many        points or what rewards badges or reward pictures the player        should receive based on the results of the completion of the        tasks.    -   2006. Once the points earned by a player or the total points        earned by a team of players reached the designated value, or the        reward badges or reward pictures collected by one player or a        team of players reached the designated set, the game ends.

In the above step 2002, the skill management module 1701 assigns theskill and the skill level according to:

-   -   1. Each player selects his/her own skill and the skill level for        the game;    -   2. The Skill Management Module 1701 stores the tasks completion        history of the players, and assigns skills and skill level        automatically according to each player's skill level.

The one or more tasks in step 2004 comprise automatically graded tasksand manually graded tasks;

-   -   wherein said automatically graded tasks comprise electronic        learning games, electronic quizzes, electronic books,    -   wherein said manually graded tasks comprise instructions to do        one or more tasks to be judged by one or more human judges or        other human players. Examples of manually graded tasks include        performance, acting, singing, or other physical activities    -   determining at the Client Device 104 and/or the Data Server 101,        in the case of an automatically graded task, the results of        automatically graded tasks;    -   notifying the Data Server 101 the results of a manually graded        task by a designated human judge or a human game player;

In step 2001, a user can join the game system by one of the following:

2201. A player searches the game system ID on the Client Device,2202. A player enters the game system ID on the Client Device2203. A player receives a weblink for the game system, click on the link2204. A player scans a 2 dimensional barcode or any optical or RF taglinked with the game system.

In the step 2005 of the game system, A player can scan a 2D barcodelinked with a task, and notify the server that the task is done. E.g.The game can be applied in an amusement park, where the tasks can beriding different levels of roller coasters. We can put the 2D barcodeslinked with each roller coaster at the exit of each rollercoaster. Oncea player finished riding the rollercoaster, he/she can scan the 2Dbarcode at the exit, which will automatically notify the Data Server 101that the player just finished the task of riding this roller coaster.

The said game system can be used in conjunction with ordinary boardgames or playing cards:

-   -   2301. After a player scans the 2D barcode or other machine        readable optical or RF tag on a game piece, or simply take a        picture of the game piece, the Data Server 101 will download one        or more tasks based on the player's skill level. Once the player        finishes the tasks, the Client Device will upload the task        completion results to the server devices and receive        instructions on what the player should move on the board game or        the playing cards.    -   2302. A player can also scan the 2D barcode on a game piece, and        automatically receive from the server devices the instructions        on what the player should move on the board game or the playing        card        -   Finally, it should be pointed out that we can always make            simpler versions of the said invention using only the client            device 104 and the switching device 107. That is, the Data            Server 101 is not necessary for simpler versions. E.g. We            can install a simpler version of the skill management module            1701, Task Manager 102, Switch Device Management Module 103            in the client device 104. We can also install a simpler            version of the 2D QR code management module 201, or the            Instant Messaging Module 1702 in the client device 104. In            these implementations, the client device 104 can be regarded            as being merged with the Data Server 101.            -   One of the simplest but useful implementation would be                in parenting or classroom management, where a parent or                a teacher can ask a child or a student to do some tasks                or follow some rules or good behaviors. After the child                or the student finished the tasks or followed the rules                or good behaviors, the parent or the teacher can give                the student some bonus points. Once the child or the                student earned enough points, he can redeem the points                to get access to open the switch device 107. In this                simple implementation, the client device 104 is                definitely enough.            -   FIG. 21 shows the setup if several locked devices are                needed. The simplest way is to treat each locked device                as equal and independent, they all communicate directly                with the client device 104. Yet another method to save                some cost of the Task Enabled Switches 116 inside the                locked devices 107, 2101 and 2102, is to set up the                locked devices 107, 2101 and 2102 as Master and Slave                configurations, in which the Master Device 107                communicates directly with the client device 104; while                other Slave Devices 2301 and 2302 communicate only with                the master device 107. The connections between the slave                2101 and the master 107 can be as simple as the master                107 sends the turn on signal to the slave 2101; or the                connections between the slave 2101 and the master 107                can be a little more complicated such that they include                some ID security verifications of the slave devices 2101                and 2102 depending on the application needs.

1. A computer implemented game system comprising: game pieces with 2DBarcodes, or optical tags, or RF tags; one or more server devices;wherein the players join the game, select skill levels, select one ormore game pieces, and scan the 2D Barcodes, or optical tags, or RF tagsusing one or more client devices; wherein the one or more client deviceswill upload the user identifiers and 2D Barcode identifiers, or opticaltags identifiers, or RF tags identifiers to the one or more serverdevices; wherein the one or more client devices will receive one or moretasks that are selected from a plurality of tasks based on the useridentifier, comprising automatically graded tasks or manually gradedtasks; automatically determining at the client device and/or at the oneor more server devices that all or a required percentage of theautomatically graded tasks have been completed and passed, wherein saidautomatically graded tasks comprise electronic games, electronicquizzes, and electronic books; manually determining at the client devicethat all or a required percentage of the manually graded tasks have beencompleted and passed, wherein said manually graded tasks compriseinstructions to complete one or more tasks to be judged by one or moredesignated human judges or players; notifying the one or more serverdevices from the client device that said one or more designated humanjudges have determined that all or a required percentage of the manuallygraded tasks received by the client device have been completed andpassed, notifying the one or more server devices from the client devicethat all or a required percentage of the automatically graded tasks havebeen completed and passed, and receiving, by the players, reward points,or reward badges or reward pictures for tasks completed, wherein thefirst player or the first team of players who earned the pre-requiredpoints, or badges, or pictures wins the game.
 2. The one or more tasksof claim 1 are selected from the one or more server devices which havelibraries of one or more skills, and one or more skill levels for eachskill, and one or more tasks for each skill level, and each taskcontains reward points, or reward badges, or reward pictures.
 3. Themethods of how a player joins the game of claim 1 comprising: a playersearches the game system ID on the Client Device, or a player enters thegame system ID on the Client Device, or a player receives a weblink forthe game system, click on the link, or a player scans a two-dimensionalbarcode or an optical or a RF tag linked with the game system.
 4. Themethods of how a player selects the skill level of claim 1 comprising:each player selects his/her own skill and the skill level for the game,or the one or more server devices of claim 1 store the tasks completionhistory of the players, and assign skills and skill level automaticallyaccording to each player's skill level.
 5. The game system of claim 1can be used in conjunction with ordinary board games or playing cards intwo ways: after completed the one or more tasks and notified the one ortwo server devices the task completion results, the one or more clientdevices will receive instructions from the one or more server devices onwhat a player should move on the board game or with the playing cards;or after a player scanned a 2D barcode or an optical tag, or a RF tag ona game piece, the player automatically receives from the one or moreserver devices the instructions on what the player should move on theboard game or the playing cards.
 6. The client device and one of theserver devices of claim 1 comprise a single physical device.
 7. Themethod of the game system of claim 1 comprising: one or more lockeddevices; wherein the first player or the first team of players whoearned the pre-required points, or badges, or pictures can get access toopen the locked devices via the one or more client devices or the one ormore server devices, or any player or any team of players can get accessto open the locked devices via the one or more client devices or the oneor more server devices, after the player or the team completed one ormore required tasks, or redeemed their reward points, badges orpictures.